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Location: cpp/openttd-patchpack/source/src/openttd.h - annotation
r27710:ffce37a1a229
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Fix: [CI] preview for one PR could cancel the preview of another (#11121)
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* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file openttd.h Some generic types. */
#ifndef OPENTTD_H
#define OPENTTD_H
#include <atomic>
#include <chrono>
#include "core/enum_type.hpp"
/** Mode which defines the state of the game. */
enum GameMode {
GM_MENU,
GM_NORMAL,
GM_EDITOR,
GM_BOOTSTRAP
};
/** Mode which defines what mode we're switching to. */
enum SwitchMode {
SM_NONE,
SM_NEWGAME, ///< New Game --> 'Random game'.
SM_RESTARTGAME, ///< Restart --> 'Random game' with current settings.
SM_RELOADGAME, ///< Reload the savegame / scenario / heightmap you started the game with.
SM_EDITOR, ///< Switch to scenario editor.
SM_LOAD_GAME, ///< Load game, Play Scenario.
SM_MENU, ///< Switch to game intro menu.
SM_SAVE_GAME, ///< Save game.
SM_SAVE_HEIGHTMAP, ///< Save heightmap.
SM_GENRANDLAND, ///< Generate random land within scenario editor.
SM_LOAD_SCENARIO, ///< Load scenario from scenario editor.
SM_START_HEIGHTMAP, ///< Load a heightmap and start a new game from it.
SM_LOAD_HEIGHTMAP, ///< Load heightmap from scenario editor.
SM_RESTART_HEIGHTMAP, ///< Load a heightmap and start a new game from it with current settings.
SM_JOIN_GAME, ///< Join a network game.
};
/** Display Options */
enum DisplayOptions {
DO_SHOW_TOWN_NAMES = 0, ///< Display town names.
DO_SHOW_STATION_NAMES = 1, ///< Display station names.
DO_SHOW_SIGNS = 2, ///< Display signs.
DO_FULL_ANIMATION = 3, ///< Perform palette animation.
DO_FULL_DETAIL = 5, ///< Also draw details of track and roads.
DO_SHOW_WAYPOINT_NAMES = 6, ///< Display waypoint names.
DO_SHOW_COMPETITOR_SIGNS = 7, ///< Display signs, station names and waypoint names of opponent companies. Buoys and oilrig-stations are always shown, even if this option is turned off.
};
extern GameMode _game_mode;
extern SwitchMode _switch_mode;
extern std::chrono::steady_clock::time_point _switch_mode_time;
extern std::atomic<bool> _exit_game;
extern bool _save_config;
/** Modes of pausing we've got */
enum PauseMode : byte {
PM_UNPAUSED = 0, ///< A normal unpaused game
PM_PAUSED_NORMAL = 1 << 0, ///< A game normally paused
PM_PAUSED_SAVELOAD = 1 << 1, ///< A game paused for saving/loading
PM_PAUSED_JOIN = 1 << 2, ///< A game paused for 'pause_on_join'
PM_PAUSED_ERROR = 1 << 3, ///< A game paused because a (critical) error
PM_PAUSED_ACTIVE_CLIENTS = 1 << 4, ///< A game paused for 'min_active_clients'
PM_PAUSED_GAME_SCRIPT = 1 << 5, ///< A game paused by a game script
PM_PAUSED_LINK_GRAPH = 1 << 6, ///< A game paused due to the link graph schedule lagging
PM_COMMAND_DURING_PAUSE = 1 << 7, ///< A game paused, and a command executed during the pause; resets on autosave
/** Pause mode bits when paused for network reasons. */
PMB_PAUSED_NETWORK = PM_PAUSED_ACTIVE_CLIENTS | PM_PAUSED_JOIN,
};
DECLARE_ENUM_AS_BIT_SET(PauseMode)
/** The current pause mode */
extern PauseMode _pause_mode;
void AskExitGame();
void AskExitToGameMenu();
int openttd_main(int argc, char *argv[]);
void StateGameLoop();
void HandleExitGameRequest();
void SwitchToMode(SwitchMode new_mode);
bool RequestNewGRFScan(struct NewGRFScanCallback *callback = nullptr);
void GenerateSavegameId();
void OpenBrowser(const char *url);
void ChangeAutosaveFrequency(bool reset);
#endif /* OPENTTD_H */
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